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C++ CreatureObject::getPlayerObject方法代码示例

本文整理汇总了C++中CreatureObject::getPlayerObject方法的典型用法代码示例。如果您正苦于以下问题:C++ CreatureObject::getPlayerObject方法的具体用法?C++ CreatureObject::getPlayerObject怎么用?C++ CreatureObject::getPlayerObject使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CreatureObject的用法示例。


在下文中一共展示了CreatureObject::getPlayerObject方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: removeMember

void GroupObjectImplementation::removeMember(SceneObject* member) {
	ManagedReference<SceneObject*> obj = member;

	for (int i = 0; i < groupMembers.size(); i++) {
		SceneObject* scno = groupMembers.get(i).get().get();

		if (scno == member) {
			GroupObjectDeltaMessage6* grp = new GroupObjectDeltaMessage6(_this.getReferenceUnsafeStaticCast());
			grp->startUpdate(1);
			groupMembers.remove(i, grp);
			grp->close();

			broadcastMessage(grp);
		}
	}

	if (member->isPlayerCreature()) {
		// Remove member's pets
		CreatureObject* playerCreature = cast<CreatureObject*>(member);
		RemovePetsFromGroupTask* task = new RemovePetsFromGroupTask(playerCreature, _this.getReferenceUnsafeStaticCast());
		task->execute();

		//Close any open Group SUIs.
		ManagedReference<PlayerObject*> ghost = playerCreature->getPlayerObject();
		if (ghost != NULL) {
			ghost->closeSuiWindowType(SuiWindowType::GROUP_LOOT_RULE);
			ghost->closeSuiWindowType(SuiWindowType::GROUP_LOOT_CHANGED);
			ghost->closeSuiWindowType(SuiWindowType::GROUP_LOOT_PICK_LOOTER);
		}

		//Reset Master Looter if needed.
		if (getMasterLooterID() == playerCreature->getObjectID()) {
			ManagedReference<CreatureObject*> groupLeader = (getLeader()).castTo<CreatureObject*>();
			GroupManager::instance()->changeMasterLooter(_this.getReferenceUnsafeStaticCast(), groupLeader, false);
		}

		if (hasSquadLeader()) {
			removeGroupModifiers(playerCreature);
		}

		if (playerCreature->getPlayerObject() != NULL) {
			PlayerObject* ghost = playerCreature->getPlayerObject();
			ghost->removeWaypointBySpecialType(WaypointObject::SPECIALTYPE_NEARESTMISSIONFORGROUP);
		}

		Zone* zone = playerCreature->getZone();

		if (zone != NULL) {
			scheduleUpdateNearestMissionForGroup(zone->getPlanetCRC());
		}
	}

	calcGroupLevel();
}
开发者ID:Mesagoppinmypants,项目名称:mtgserver,代码行数:54,代码来源:GroupObjectImplementation.cpp

示例2: sendMessageBox

void SuiManager::sendMessageBox(SceneObject* usingObject, SceneObject* player, const String& title, const String& text, const String& okButton, const String& screenplay, const String& callback) {
	if (usingObject == NULL)
		return;

	if (player == NULL || !player->isCreatureObject())
		return;

	CreatureObject* creature = cast<CreatureObject*>(player);

	PlayerObject* playerObject = creature->getPlayerObject();

	if (playerObject != NULL) {
		ManagedReference<SuiMessageBox*> messageBox = new SuiMessageBox(creature, 0x00);
		messageBox->setCallback(new LuaSuiCallback(creature->getZoneServer(), screenplay, callback));
		messageBox->setPromptTitle(title);
		messageBox->setPromptText(text);
		messageBox->setUsingObject(usingObject);
		messageBox->setOkButton(true, okButton);
		messageBox->setCancelButton(true, "@cancel");
		messageBox->setForceCloseDistance(32.f);

		creature->sendMessage(messageBox->generateMessage());
		playerObject->addSuiBox(messageBox);
	}
}
开发者ID:SWGChoice,项目名称:Core3,代码行数:25,代码来源:SuiManager.cpp

示例3: spawnCreature

CreatureObject* CreatureManagerImplementation::spawnCreature(uint32 templateCRC, uint32 objectCRC, float x, float z, float y, uint64 parentID, bool persistent) {
	CreatureTemplate* creoTempl = creatureTemplateManager->getTemplate(templateCRC);

	if (creoTempl == NULL)
		return spawnCreature(objectCRC, x, z, y, parentID);

	CreatureObject* creature = NULL;

	String templateToSpawn;

	if (objectCRC == 0) {
		templateToSpawn = getTemplateToSpawn(templateCRC);
		objectCRC = templateToSpawn.hashCode();
	}

	creature = createCreature(objectCRC, persistent, templateCRC);

	if (creature != NULL && creature->isAiAgent()) {
		AiAgent* npc = cast<AiAgent*>(creature);
		npc->loadTemplateData(creoTempl);
	} else if (creature == NULL) {
		error("could not spawn template " + templateToSpawn);
	}

	placeCreature(creature, x, z, y, parentID);

	// ensuring the combat level and max HAM is correct.
	if( creature->isPlayerCreature() )
		creature->getPlayerObject()->recalculateCombatLevel(creature);
	return creature;
}
开发者ID:angelsounds777,项目名称:Core3-CU,代码行数:31,代码来源:CreatureManagerImplementation.cpp

示例4: teleport

void PlayerZoneComponent::teleport(SceneObject* sceneObject, float newPositionX, float newPositionZ, float newPositionY, uint64 parentID) {
	//sceneObject->setTeleporting(true);
	CreatureObject* player = NULL;

	if (sceneObject->isPlayerCreature()) {
		player = cast<CreatureObject*>( sceneObject);
	}

	if (player != NULL && sceneObject->getParent() != NULL && parentID != 0) {
		ManagedReference<SceneObject*> par = sceneObject->getParent();

		if (par->isVehicleObject() || par->isMount()) {
			player->executeObjectControllerAction(String("dismount").hashCode());
		}
	}

	ZoneComponent::teleport(sceneObject, newPositionX, newPositionZ, newPositionY, parentID);

	if (player != NULL) {
		PlayerObject* ghost = player->getPlayerObject();

		ghost->setTeleporting(true);
		ghost->updateLastValidatedPosition();
		player->setMovementCounter(0);
		ghost->setClientLastMovementStamp(0);
	}
}
开发者ID:blacknightownzjoo,项目名称:SWGOOW,代码行数:27,代码来源:PlayerZoneComponent.cpp

示例5: awardPvpFactionPoints

void FactionManager::awardPvpFactionPoints(TangibleObject* killer, CreatureObject* destructedObject) {
	if (killer->isPlayerCreature() && destructedObject->isPlayerCreature()) {
		CreatureObject* killerCreature = cast<CreatureObject*>(killer);
		ManagedReference<PlayerObject*> ghost = killerCreature->getPlayerObject();

		ManagedReference<PlayerObject*> killedGhost = destructedObject->getPlayerObject();

		if (killer->isRebel() && destructedObject->isImperial()) {
			ghost->increaseFactionStanding("rebel", 75);
			ghost->decreaseFactionStanding("imperial", 75);

			killedGhost->decreaseFactionStanding("imperial", 75); //TODO: find formulas
		} else if (killer->isImperial() && destructedObject->isRebel()) {
			ghost->increaseFactionStanding("imperial", 75);
			ghost->decreaseFactionStanding("rebel", 75);

			killedGhost->decreaseFactionStanding("rebel", 75);
		}
	} else if (destructedObject->isPlayerCreature()) {
		ManagedReference<PlayerObject*> ghost = destructedObject->getPlayerObject();

		if (killer->getFaction() != destructedObject->getFaction()) {
			if (killer->isRebel() && destructedObject->isImperial()) {
				ghost->decreaseFactionStanding("imperial", 75); //TODO: find formulas
			} else if (killer->isImperial() && destructedObject->isRebel()) {
				ghost->decreaseFactionStanding("rebel", 75);
			}
		}
	}
}
开发者ID:Chilastra-Reborn,项目名称:Core3,代码行数:30,代码来源:FactionManager.cpp

示例6: sendInputBox

void SuiManager::sendInputBox(SceneObject* terminal, SceneObject* player, const String& play, const String& callback, const String& prompt, const String& button) {
	if (terminal == NULL)
		return;

	if (player == NULL || !player->isCreatureObject())
		return;

	CreatureObject* creature = cast<CreatureObject*>(player);

	PlayerObject* playerObject = creature->getPlayerObject();

	if (playerObject != NULL) {
		ManagedReference<SuiInputBox*> confirmSui = new SuiInputBox(creature, 0x00);
		confirmSui->setCallback(new LuaSuiCallback(creature->getZoneServer(), play, callback));
		confirmSui->setUsingObject(terminal);
		confirmSui->setPromptText(prompt);
		confirmSui->setOkButton(true, button);
		confirmSui->setOtherButton(false, "");
		confirmSui->setCancelButton(false, "");
		confirmSui->setForceCloseDistance(32);
		creature->sendMessage(confirmSui->generateMessage());
		playerObject->addSuiBox(confirmSui);
	}

}
开发者ID:SWGChoice,项目名称:Core3,代码行数:25,代码来源:SuiManager.cpp

示例7: sendListBox

void SuiManager::sendListBox(SceneObject* usingObject, SceneObject* player, const String& title, const String& text, const uint8& numOfButtons, const String& cancelButton, const String& otherButton, const String& okButton, LuaObject& options, const String& screenplay, const String& callback) {
	if (usingObject == NULL)
		return;

	if (player == NULL || !player->isCreatureObject())
		return;

	CreatureObject* creature = cast<CreatureObject*>(player);

	PlayerObject* playerObject = creature->getPlayerObject();

	if (playerObject != NULL) {

		ManagedReference<SuiListBox*> box = NULL;

		switch (numOfButtons) {
		case 1:
			box = new SuiListBox(creature, 0x00, SuiListBox::HANDLESINGLEBUTTON);
			box->setCancelButton(false, "");
			box->setOtherButton(false, "");
			box->setOkButton(true, okButton);
			break;
		case 2:
			box = new SuiListBox(creature, 0x00, SuiListBox::HANDLETWOBUTTON);
			box->setCancelButton(true, cancelButton);
			box->setOtherButton(false, "");
			box->setOkButton(true, okButton);
			break;
		case 3:
			box = new SuiListBox(creature, 0x00, SuiListBox::HANDLETHREEBUTTON);
			box->setCancelButton(true, cancelButton);
			box->setOtherButton(true, otherButton);
			box->setOkButton(true, okButton);
			break;
		default:
			return;
			break;
		}

		if(options.isValidTable()){
			for(int i = 1; i <= options.getTableSize(); ++i){
				String optionString = options.getStringAt(i);
				box->addMenuItem(optionString);
			}
			options.pop();
		}

		box->setCallback(new LuaSuiCallback(creature->getZoneServer(), screenplay, callback));
		box->setPromptTitle(title);
		box->setPromptText(text);
		box->setUsingObject(usingObject);
		box->setForceCloseDistance(32.f);

		creature->sendMessage(box->generateMessage());
		playerObject->addSuiBox(box);
	}
}
开发者ID:SWGChoice,项目名称:Core3,代码行数:57,代码来源:SuiManager.cpp

示例8: updateZoneWithParent

void PlayerZoneComponent::updateZoneWithParent(SceneObject* sceneObject, SceneObject* newParent, bool lightUpdate, bool sendPackets) {
	ZoneComponent::updateZoneWithParent(sceneObject, newParent, lightUpdate, sendPackets);

	if (sceneObject->getParent() != NULL && sceneObject->isPlayerCreature()) {
		CreatureObject* player = cast<CreatureObject*>( sceneObject);
		PlayerObject* ghost = player->getPlayerObject();

		ghost->setSavedParentID(sceneObject->getParentID());
	}
}
开发者ID:blacknightownzjoo,项目名称:SWGOOW,代码行数:10,代码来源:PlayerZoneComponent.cpp

示例9: notifyObjectRemoved

/**
 * Is called when an object was removed
 * @param object object that has been inserted
 */
int PlayerContainerComponent::notifyObjectRemoved(SceneObject* sceneObject, SceneObject* object, SceneObject* destination) {
	CreatureObject* creo = dynamic_cast<CreatureObject*>(sceneObject);

	if (object->isArmorObject()) {
		PlayerManager* playerManager = creo->getZoneServer()->getPlayerManager();
		playerManager->removeEncumbrancies(creo, cast<ArmorObject*>(object));
	}

	if (object->isTangibleObject()) {
		TangibleObject* tano = cast<TangibleObject*>(object);
		tano->removeSkillModsFrom(creo);
	}

	if (object->isInstrument()) {
		if (creo->isPlayingMusic())
			creo->stopEntertaining();
	}

	if (creo->getPlayerObject().get() != NULL && creo->getPlayerObject()->isJedi()) {
		if ((object->isRobeObject() && cast<RobeObject*>( object)->getSkillRequired() != "") || (object->isWeaponObject() && cast<WeaponObject*>(object)->isJediWeapon()))
			VisibilityManager::instance()->increaseVisibility(creo);
	}

	//this it to update the equipment list
	//we need a DeltaVector with all the slotted objects it seems
	/*CreatureObjectMessage6* msg6 = new CreatureObjectMessage6(creo);
	creo->broadcastMessage(msg6, true, true);*/

	if (object->isTangibleObject() && object->getArrangementDescriptorSize() != 0 && object->getArrangementDescriptor(0).size() != 0) {
		String arrangement = object->getArrangementDescriptor(0).get(0); //CHK

		if (arrangement != "mission_bag" && arrangement != "ghost" && arrangement != "bank") {
			creo->removeWearableObject(cast<TangibleObject*>(object), true);
		}
	}

	if (creo != NULL && object->isTangibleObject()) {
		ManagedReference<TangibleObject*> tano = cast<TangibleObject*>(object);
		tano->removeTemplateSkillMods(creo);
	}

	return ContainerComponent::notifyObjectRemoved(sceneObject, object, destination);
}
开发者ID:Nifdoolb,项目名称:Core3,代码行数:47,代码来源:PlayerContainerComponent.cpp

示例10: notifyObjectInserted

/**
 * Is called when this object has been inserted with an object
 * @param object object that has been inserted
 */
int PlayerContainerComponent::notifyObjectInserted(SceneObject* sceneObject, SceneObject* object) const {
	CreatureObject* creo = dynamic_cast<CreatureObject*>(sceneObject);

	if (creo == NULL) {
		return 0;
	}

	if (object->isArmorObject()) {
		PlayerManager* playerManager = sceneObject->getZoneServer()->getPlayerManager();
		playerManager->applyEncumbrancies(creo, cast<ArmorObject*>(object));
	}

	if (object->isTangibleObject()) {
		TangibleObject* tano = cast<TangibleObject*>(object);
		tano->applySkillModsTo(creo);
	}

	if (object->isInstrument() && creo->isEntertaining())
		creo->stopEntertaining();

	//this it to update the equipment list
	//we need a DeltaVector with all the slotted objects it seems
	/*CreatureObjectMessage6* msg6 = new CreatureObjectMessage6(creo);
	creo->broadcastMessage(msg6, true, true);*/

	if (object->isTangibleObject() && object->getArrangementDescriptorSize() != 0 && object->getArrangementDescriptor(0)->size() != 0) {
		const String& arrangement = object->getArrangementDescriptor(0)->get(0);

		if (arrangement != "mission_bag" && arrangement != "ghost" && arrangement != "bank") {
			creo->addWearableObject(object->asTangibleObject(), true);
		}
	}

	if (object->isTangibleObject()) {
		ManagedReference<TangibleObject*> tano = object->asTangibleObject();
		tano->addTemplateSkillMods(creo);
	}

	// Jedi stuff below.
	PlayerObject* ghost = creo->getPlayerObject();

	if (ghost && ghost->isJedi()) {

		if (object->isRobeObject()) {
			ghost->recalculateForcePower();
		} else if (object->isWeaponObject()) {
			WeaponObject* weaponObject = cast<WeaponObject*>(object);
			if (weaponObject->isJediWeapon()) {
				VisibilityManager::instance()->increaseVisibility(creo, VisibilityManager::SABERVISMOD);
			}
		}
	}

	return ContainerComponent::notifyObjectInserted(sceneObject, object);
}
开发者ID:ModTheGalaxy,项目名称:mtgserver,代码行数:59,代码来源:PlayerContainerComponent.cpp

示例11: notifyObjectRemoved

/**
 * Is called when an object was removed
 * @param object object that has been inserted
 */
int PlayerContainerComponent::notifyObjectRemoved(SceneObject* sceneObject, SceneObject* object, SceneObject* destination) const {
	CreatureObject* creo = dynamic_cast<CreatureObject*>(sceneObject);

	if (creo == NULL) {
		return 0;
	}

	if (object->isArmorObject()) {
		PlayerManager* playerManager = creo->getZoneServer()->getPlayerManager();
		playerManager->removeEncumbrancies(creo, cast<ArmorObject*>(object));
	}

	if (object->isTangibleObject()) {
		TangibleObject* tano = cast<TangibleObject*>(object);
		tano->removeSkillModsFrom(creo);
	}

	if (object->isInstrument()) {
		if (creo->isPlayingMusic())
			creo->stopEntertaining();
	}

	//this it to update the equipment list
	//we need a DeltaVector with all the slotted objects it seems
	/*CreatureObjectMessage6* msg6 = new CreatureObjectMessage6(creo);
	creo->broadcastMessage(msg6, true, true);*/

	if (object->isTangibleObject() && object->getArrangementDescriptorSize() != 0 && object->getArrangementDescriptor(0)->size() != 0) {
		const String& arrangement = object->getArrangementDescriptor(0)->get(0); //CHK

		if (arrangement != "mission_bag" && arrangement != "ghost" && arrangement != "bank") {
			creo->removeWearableObject(object->asTangibleObject(), true);
		}
	}

	if (object->isTangibleObject()) {
		ManagedReference<TangibleObject*> tano = object->asTangibleObject();
		tano->removeTemplateSkillMods(creo);
	}

	// Jedi stuff below.
	PlayerObject* ghost = creo->getPlayerObject();

	if (ghost && ghost->isJedi()) {
		if (object->isRobeObject()) {
			ghost->recalculateForcePower();
		}
	}

	return ContainerComponent::notifyObjectRemoved(sceneObject, object, destination);
}
开发者ID:ModTheGalaxy,项目名称:mtgserver,代码行数:55,代码来源:PlayerContainerComponent.cpp

示例12: initializeSession

int DestroyStructureSessionImplementation::initializeSession() {
	//TODO: Temporary until CreatureObject* dependency removed.
	if (!creatureObject->isPlayerCreature())
		return cancelSession();

	creatureObject->addActiveSession(SessionFacadeType::DESTROYSTRUCTURE, _this.getReferenceUnsafeStaticCast());

	Locker _lock(structureObject, creatureObject);

	CreatureObject* player = cast<CreatureObject*>( creatureObject.get());

	String no = "\\#FF6347 @player_structure:can_redeed_no_suffix \\#.";
	String yes = "\\#32CD32 @player_structure:can_redeed_yes_suffix \\#.";

	String redeed = (structureObject->isRedeedable()) ? yes : no;

	StringBuffer maint;
	maint << "@player_structure:redeed_maintenance \\#" << ((structureObject->isRedeedable()) ? "32CD32 " : "FF6347 ") << structureObject->getSurplusMaintenance() << "/" << structureObject->getRedeedCost() << "\\#.";

	StringBuffer entry;
	entry << "@player_structure:confirm_destruction_d1 ";
	entry << "@player_structure:confirm_destruction_d2 \n\n";
	entry << "@player_structure:confirm_destruction_d3a ";
	entry << "\\#32CD32 @player_structure:confirm_destruction_d3b \\#. ";
	entry << "@player_structure:confirm_destruction_d4 \n";
	entry << "@player_structure:redeed_confirmation " << redeed;

	StringBuffer cond;
	cond << "@player_structure:redeed_condition \\#32CD32 " << (structureObject->getMaxCondition() - structureObject->getConditionDamage()) << "/" << structureObject->getMaxCondition() << "\\#.";

	ManagedReference<SuiListBox*> sui = new SuiListBox(player);
	sui->setCallback(new DestroyStructureRequestSuiCallback(creatureObject->getZoneServer()));
	sui->setCancelButton(true, "@no");
	sui->setOkButton(true, "@yes");
	sui->setUsingObject(structureObject);
	sui->setPromptTitle(structureObject->getDisplayedName());
	sui->setPromptText(entry.toString());

	sui->addMenuItem("@player_structure:can_redeed_alert " + redeed);
	sui->addMenuItem(cond.toString());
	sui->addMenuItem(maint.toString());

	player->getPlayerObject()->addSuiBox(sui);
	player->sendMessage(sui->generateMessage());

	return 0;
}
开发者ID:JigglyPoofSWG,项目名称:BSS,代码行数:47,代码来源:DestroyStructureSessionImplementation.cpp

示例13: sendTransferBox

void SuiManager::sendTransferBox(SceneObject* usingObject, SceneObject* player, const String& title, const String& text, LuaObject& optionsAddFrom, LuaObject& optionsAddTo, const String& screenplay, const String& callback) {
	if (usingObject == NULL)
		return;

	if (player == NULL || !player->isCreatureObject())
		return;

	CreatureObject* creature = cast<CreatureObject*>(player);

	PlayerObject* playerObject = creature->getPlayerObject();

	if (playerObject != NULL) {

		ManagedReference<SuiTransferBox*> box = NULL;

		box = new SuiTransferBox(creature, 0x00);

		if(optionsAddFrom.isValidTable()){
			String optionAddFromTextString = optionsAddFrom.getStringAt(1);
			String optionAddFromStartingString = optionsAddFrom.getStringAt(2);
			String optionAddFromRatioString = optionsAddFrom.getStringAt(3);
			box->addFrom(optionAddFromTextString,
					optionAddFromStartingString,
					optionAddFromStartingString, optionAddFromRatioString);
			optionsAddFrom.pop();
		}

		if(optionsAddTo.isValidTable()){
			String optionAddToTextString = optionsAddTo.getStringAt(1);
			String optionAddToStartingString = optionsAddTo.getStringAt(2);
			String optionAddToRatioString = optionsAddTo.getStringAt(3);
			box->addTo(optionAddToTextString,
					optionAddToStartingString,
					optionAddToStartingString, optionAddToRatioString);
			optionsAddTo.pop();
		}

		box->setCallback(new LuaSuiCallback(creature->getZoneServer(), screenplay, callback));
		box->setPromptTitle(title);
		box->setPromptText(text);
		box->setUsingObject(usingObject);
		box->setForceCloseDistance(32.f);

		creature->sendMessage(box->generateMessage());
		playerObject->addSuiBox(box);
	}
}
开发者ID:Nifdoolb,项目名称:Server,代码行数:47,代码来源:SuiManager.cpp

示例14: sendKeypadSui

void SuiManager::sendKeypadSui(SceneObject* keypad, SceneObject* creatureSceneObject, const String& play, const String& callback) {

	if (keypad == NULL)
		return;

	if (creatureSceneObject == NULL || !creatureSceneObject->isCreatureObject())
		return;

	CreatureObject* creature = cast<CreatureObject*>(creatureSceneObject);

	PlayerObject* playerObject = creature->getPlayerObject();

	if (playerObject != NULL) {
		ManagedReference<SuiKeypadBox*> keypadSui = new SuiKeypadBox(creature, 0x00);
		keypadSui->setCallback(new LuaSuiCallback(creature->getZoneServer(), play, callback));
		keypadSui->setUsingObject(keypad);
		keypadSui->setForceCloseDisabled();
		creature->sendMessage(keypadSui->generateMessage());
		playerObject->addSuiBox(keypadSui);
	}

}
开发者ID:SWGChoice,项目名称:Core3,代码行数:22,代码来源:SuiManager.cpp

示例15: switchZone

void PlayerZoneComponent::switchZone(SceneObject* sceneObject, const String& newTerrainName, float newPostionX, float newPositionZ, float newPositionY, uint64 parentID) {
	if (sceneObject->isPlayerCreature()) {
		CreatureObject* player = cast<CreatureObject*>( sceneObject);
		PlayerObject* ghost = player->getPlayerObject();

		ManagedReference<SceneObject*> par = sceneObject->getParent();

		if (par != NULL && (par->isVehicleObject() || par->isMount())) {
			player->executeObjectControllerAction(String("dismount").hashCode());
		}

		ghost->setSavedParentID(0);

		ghost->setTeleporting(true);
		ghost->updateLastValidatedPosition();
		player->setMovementCounter(0);
		ghost->setClientLastMovementStamp(0);

		ghost->unloadSpawnedChildren();
	}

	ZoneComponent::switchZone(sceneObject, newTerrainName, newPostionX, newPositionZ, newPositionY, parentID);
}
开发者ID:blacknightownzjoo,项目名称:SWGOOW,代码行数:23,代码来源:PlayerZoneComponent.cpp


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